In order to be fully compatible with and maintain the experience of the Cocos Creator v2.x easing system, all the Cocos Creator v2.x functions are transplanted in Cocos Creator 3.0.
Note:
action
has been abandoned, please usetween
.
Note: there is no longer a dependency on
tween.js
. If you use the relevant features oftween.js
, please adapt.
Note: the
onStart, onUpdate, onComplete
callbacks were added to the optional attributes ofto
andby
.
The difference from the previous tween.js
is mainly optional attributes, explained as follows:
- The value definition of
easing
has been changed (compatibility is done here). - In addition to
easing
,onStart
,onUpdate
,onComplete
, other properties are not supported yet (checked here, the console will have a corresponding warning).
import { _decorator, Component, Vec3, tween } from 'cc';
@ccclass("tween-test")
export class tweentest extends Component {
private _pos: Vec3 = new Vec3(0, 0, 0);
start () {
/** Easing _pos */
tween(this._pos)
.to(3, new Vec3(10, 10, 10), { easing: 'bounceInOut' })
.to(3, new Vec3(0, 0, 0), { easing: 'elasticOut' })
.union()
.repeat(2) // 执行 2 次
.start();
/** Easing Node, here will ease the Node's position property */
tween(this.node)
.to(3, { position: new Vec3(10, 10, 10) }, { easing: 'bounceInOut' })
.to(3, { position: new Vec3(0, 0, 0) }, { easing: 'elasticOut' })
.union()
.repeat(2) // execute 2 times
.start();
}
}
Previously, the semantics of repeat
was repeated several times. In order to fully maintain the design of Cocos Creator 2D, repeat
is executed several times, that is, repeat(1)
stands for one execution.
In-order to reduce the frequency of updating the Node Transform
information, Node
maintains a dirty
state. Only when an interface that may change the Node Transform
information is called, will dirty
be set to the state that needs to be updated.
Note: the current interface has certain restrictions, for example
position
obtained throughthis.node.position
is a genericVec3
.
When this code this.node.position.x = 1
is executed, only the getter
of position
is executed, and the setter
of position
is not executed. Since dirty
is not updated, it will cause the Transform
information of the nodes used during rendering not to be updated.
Such calls are not supported, but the use of setPosition
or position
is encouraged. Example:
let _pos = new Vec3(0, 1, 0);
this.node.position = _pos; // here will pass the position setter
this.node.setPosition(_pos); // here will setPosition through interface
In the new Tween
module, you can obtain properties with getter
and setter
, such as the position
property of node
(in the simple example above). During the easing process, the corresponding interface will be carried out, making setting changes to ensure that dirty
is updated normally.
Note: pay attention to stop the corresponding slow motion when switching scenes.
Interface | Explanation |
---|---|
to | Add an interval action that calculates the absolute value of the property |
by | Add an interval action to calculate the relative value of the property |
set | Add a momentary action that sets the target property directly |
delay | Add an instant action of delay time |
call | Add an instant action of call callback |
target | Add a instant action to directly set the slow-motion target |
union | Package the easing action of the context into one |
then | Insert a Tween into the easing queue |
repeat | Execution several times (previously repeated several times, if using, please adapt) |
repeatForever | Always repeat execution |
sequence | Add a sequential slow motion |
parallel | Add a simultaneous easing |
start | Start slow motion |
stop | Stop slow motion |
clone | Clone Easing |
show | To enable rendering on the node chain, the slowing target needs to be Node |
hide | Disable rendering on the node chain, the slowing target needs to be Node |
removeSelf | Move the node out of the scene tree, the slowing target needs to be Node |
The definition is as follows:
interface ITweenOption {
easing?: TweenEasing | ((k: number) => number);
progress?: (start: number, end: number, current: number, ratio: number) => number;
onStart?: (target: object) => {};
onUpdate?: (target: object, ratio: number) => {};
onComplete?: (target: object) => {};
}
The difference with Cocos Creator 2D is the addition of properties such as onStart
, onUpdate
, and onComplete
. These properties are callback functions, which will be passed into the easing target when called.
In addition, an additional value of the current easing will be passed in when onUpdate
is called, and the range is (0-1)
.
Taking onUpdate
as an example, the following code eases a position, and then setting it to multiple objects in onUpdate
, this demonstrates batch easing.
import { Node, tween, Vec3 } from 'cc';
const nodeArray: Node[] = []; // Replace here with your node array
const tweenTargetVec3 = new Vec3();
tween(tweenTargetVec3)
.by(1, new Vec3(1, 1, 1), {
'onUpdate': (target: Vec3, ratio: number) => {
for (let i = 0; i < nodeArray.length; i++)
nodeArray[i].worldPosition = target;
}
});
In Cocos Creator 3.0, when the easing target is Node
, it will listen to its destruction event for automatic destruction of the easing. This calls the target
method and also automatically updates the listener.
Note: related test cases are located on GitHub.
Note: please refer to Using the Tween System documentation.